cbuffer VSConstantBuffer:register(b0){
    matrix world;
    matrix view;
    matrix proj;

    matrix invTransposeWorld;
};

struct DirectionalLight{
    vector ambient;
    vector diffuse;
    vector specular;
    float3 dir;
};

struct PointLight{
    vector ambient;
    vector diffuse;
    vector specular;

    float3 pos;
    float range;
    float3 att;
    float pad;
};

struct Material{
    vector ambient;
    vector diffuse;
    vector specular;
};

cbuffer PSConstantBuffer:register(b1){
    DirectionalLight dirL;
    float pad1;
    PointLight pointL;
    Material mat;
    float3 eyePosW;
    float pad2;
};